Category: Game Design

Today I wanted to showcase the various tools I've used developing Eden. I specifically want to point out that everything in this list is absolutely free except for Aseprite (and it's very reasonable). Everything in this list is outstanding at what it does and I wouldn't include it if I haven't been impressed in more … Continue reading Eden – Development Tools

It's far more important that a thing works, than for it to work quickly. Software optimization is a slippery slope and should be embarked upon with an ample supply of caution, focus and above all else, metrics; always metrics. An established mantra is that you should not optimize anything until you see a problem. The … Continue reading Optimization – Profiling & Cache Coherence

The GeonBit.UI library for Monogame is quite simply, outstanding. This UI library has proven time and time again that it is simple and intuitive to work with and also powerful enough for pretty much everything I've thrown at it. That includes the development of custom controls and UI elements. For this simple post I'm going … Continue reading GeonBit.UI – Custom Controls

Some time ago I loosely implemented a very simple modding system into Eden, then the following day I went nuts with the idea, I'll explain.... The game is data driven with information about all the interesting and relevant things within the game ultimately being loaded from little files that describe all of those interesting things. … Continue reading Eden – Modding

One of the bigger controversial game features here in 2017 appears to be the 'Loot Box' available in a variety of AAA games, from Forza 7 to Middle-earth: Shadow of War; a way to spend real currency to basically skip ahead in the given game. Personally I have no problem with this because I don't … Continue reading Loot Boxes, A Critique

The 'Grind' as it is universally known in gaming is that loop the player finds themselves in and has identified as being a chore in order to progress. It is the antithesis of the entertainment that games are supposed to deliver to the player. It is quite simply the single worst manifestation of terrible game … Continue reading Avoid The Grind

From my perspective as a game designer/developer, emergent gameplay is the ultimate goal. I want to build a game that I also want to play, where even I as the creator don't know the outcomes and can be surprised by the situations that arise from the things that I've built, that is the topic of … Continue reading Emergent Gameplay